Arkenfire class Light Carrier (U.W.W.):
One weakness that the United Worlds warlock Navy had was a lack of carriers.
The Warlock fleets contained a small number of Arcadia class carriers from
converted from Dwarven Iron Ships and the main cruiser had a fairly heavy
fighter compliment as well. Still, this was never really enough and often
merchant hulls were commissioned to fill the role of carrier. This has
always been a serious concern among the commanders of the fleet but there
was little done to solve the problem. There was some discussion about converting
more Dwarven Iron Ships although it was argued that it would be less expensive
to actually build a new carrier class than convert more of those ships.
Finally, it was decided that a new carrier would be developed although
the resources were never given to developing a whole new carrier class.
It was decided that the Mandrake class cruiser would be used as the basis
for the new class. This new class became known as the Arkenfire class.
So far only one carrier has been completed, having been originally planned
as the third ship of the Mandrake class but being converted while under
construction. It is being used to train crews for the carriers which are
planned to be commissioned later. Already, most crews prefer the Arkenfire
over the converted Dwarven Iron Ships. Three more light carriers are nearing
completion along with six more Mandrake class cruisers. There has been
bitter fighting for the funding for the construction of more of the light
carriers along with a larger fleet carrier. Many in the Navy would like
at least five hundred of the light carrier design along with several dozen
on a fleet carrier design. It is unknown how many they will actually get
in the end.
The Arkenfire shares the same hull as the Mandrake class light cruiser
although the design is lengthened by eighty feet compared to the standard
cruiser design. Most of this extra length is internal hanger space although
some of the extra space is devoted to repair bays, armored ordinance spaces,
and additional crew quarters. In addition, the hangers on the side of the
ship are lengthened. The Arkenfire class is much more of a comprehensive
carrier than the Arcadia class and is much more efficient as a result.
In appearance, the Arkenfire otherwise like a Mandrake class cruiser including
the laser turrets forward of the superstructure.
For fighter compliment, the ship carries a slightly larger fighter wing
than the Arcadia class. The carrier still has a total of eight squadrons
of Shadow Bolt fighters although there is some discussion of replacing
four squadrons of the Shadow Bolts with five squadrons of Komet II fighters.
I was decide that Naruni designs would no longer be embarked and the carrier
embarks a full four squadrons of Katana fighters. The Bushido Industries
fighters are both faster and heavier armed. The carrier embarks half as
many faster than light boosters as it carries Katana fighters. The carrier
has a full squadron of Black Widow II heavy fighters instead of the half
squadron carried on the Arcadia class. These fighters are suppose to be
used for long range scouting although there is still concerns about the
failure rate of the Rifts Drive of the fighters.
A large troop compliment is also carried by the Arkenfire class although
it is not much larger than the Arcadia class and no surface vehicles are
embarked. A total of two hundred and forty power armors are carried onboard.
The number of standard marine is reduced from sixty to twenty as compensation.
A total of eight techno-wizard teleporter are carried which are mainly
used for marine assaults. The crew of the Arkenfire is three hundred and
forty-five compared to over four hundred on the Arcadia class even though
it carries a larger fighter and power armor compliment. Much of this is
done through increased automation. As a result, the new carrier is far
less cramped than the converted Dwarven Iron Ships. Like the Mandrake class,
the light carrier is not fitted to operate as a flag ship although it is
likely that the Arkenfire class carrier will perform in this role.
Like the Mandrake class, the Arkenfire class is constructed mostly from
mostly conventional materials. Due to this, the ship is only a fraction
of the cost of a converted Dwarven Ion Ship. As well, the more conventional
design means that the carrier is far less expensive to maintain. It does
mount a Rift drive and enchanted force field along with a variety of other
enchantments. The ship should not be considered conventional by any means.
The same engines mounted on the Mandrake class are also carried by the
Arkenfire class. Due to the increased mass, the acceleration is reduced
a bit although it is still faster than the Arcadia class. As a light carrier,
the Arkenfire masses about a good three quarters greater than the Mandrake
class cruiser.
Unlike the Arcadia class, the Arkenfire does not carry the full weaponry
of its cruiser sister although the weapon compliment is still extremely
similar. In most ways, the carrier can still act as a light cruiser if
needed. The change in weaponry is that the cruise missile batteries is
reduced from four launchers to two along with a reduced number of cruise
missiles carried for the launchers. The Arkenfire was designed with the
ability for carry Bottled Demon Cruise missiles although none are presently
embarked. There appears to be concerns with the embarked training crew
mishandling the weapon. The remaining battery is identical to the light
cruiser design except the ship carries sixteen point defense mounts instead
of twelve. The extra length allows for the four additional defensive mounts.
As well, no normal bottled demon missiles are carried just as the ship
carries no cruise style bottled demon missiles. Instead, only conventional
mini-missiles are carried. When the ship stops being operated primarily
as a train vessel, it is likely that a full compliment of bottled demon
missiles of both types will be carried.
This starship design uses modified starship speed and ranges. See
Revised Starship Rules
for Phase World for more details.
Model Type: UW-CVL120
Class: Space Cruiser / Light Carrier (techno-wizard)
Crew: 344, including a magic team of 16 techno-wizards (levels
2-6).
Troop Capacity: 20 Marines (Shipboard Defense), 225 fighter
pilots, 240 Warlock Combat Armor pilots, and can carry up to 40 passengers
in addition.
Vehicles:
Power Armors & Robots:
| 100 | W-1 Warlock Combat Armors |
| 140 | W-F1 Flying Warlock Combat Armors |
Fighter Compliment:
| 96 | WF-F15 Shadow Bolt Strike Ship |
| 36 | BIF-67 Katana fighter ship (Half with FTL boosters) |
| 12 | WF-P60S Black Widow II Heavy Starfighters |
M.D.C. by Location:
| Flame Cannons (2, one on each side) | 1,000 each |
| Mini-Death Cloud Cannons (2): | 200 each |
| Medium Laser Cannon Turrets (3, Forward): | 1,000 each |
| Medium Laser Cannon Barrels (6): | 500 each |
| Cruise Missile Launchers (2, Bottom): | 1,000 each |
| Bottled Demon Missile Batteries (4): | 600 each |
| Sub Particle Acceleration Cannons (8): | 100 each |
| Twin TK-Machinegun Turrets (8): | 140 each |
| [1] Main Bridge: | 12,500 |
| [1] Auxiliary Bridge: | 12,500 |
| [2] Main Body: | 55,000 |
| Hangar Bays (2, Sides): | 10,000 each |
| [3] Magical Armor of Ithan Force Field: | 10,000 |
Notes:
[1] In reality this is how much damage needs to be done for a weapon
to hit the bridge through the ships armor. This ship also has an auxiliary
bridge. Even if both bridges are taken out, the ship can still be piloted
from engineering but the ship is -3 to dodge and all weapon systems will
be at local control. Weapon hits near the bridges that do not penetrate
the ships integrity can injure crew members on or near the bridge.
[2] Depleting the MDC of the main body will put the Cruiser out of
commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
[3] This is not a variable force field, but a magical shield that must
be completely depleted. Once the shield has been knocked down, it will
cost 1000 P.P.E. and require one minute ( 4 melees) of spellcasting to
restore the force field.
Speed:
Driving on the ground: Not Possible
Water Surface: 55 knots (101.9 km/63.3 mph)
Underwater: 35 knots (64.9 km/40.3 mph)
Sublight: Has a special sublight engine that allows the ship
to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate
at the rate of 0.85 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (321.9 kph),
can enter an atmosphere and can leave but is not designed for atmospheric
flight
Star Drive: Rift Jump Drive; maximum safe jump of 20 light years
every four hours (costs 4,000 P.P.E.).
Maximum Effective Range: Life support will keep crew alive for up to ten years,
as long as the P.P.E. generators are kept in working order.
Statistical Data:
Height: 95 feet (28.9 meters) main body; 265 feet (80.7 meters)
including wing structures.
Width: 168 feet (51.2 meters)
Length: 720 feet (219.5 meters)
Weight / Mass: 220,000 tons (199,600 metric tons)
Power System: Combination Fusion & Techno-wizardry with
20 year life span. The Cruiser also has a P.P.E. generator that produces
4,000 P.P.E. per hour / 16.6 P.P.E. per melee (Activating the Rifts drive
costs 4,000 P.P.E) and can hold up to 16,000 P.P.E. in storage. This P.P.E.
can be used to power the Rifts Drive or can be used to power spells cast
by the Cruiser crew.
Cargo: Cargo holds can hold up to 20,000 tons of additional
material. Each enlisted crew member has a small locker for personal items
and uniforms. Ships officers have more space for personal items. Most of
the ship's spaces are taken up by extra ammunition, armor, troops, weapons,
engine, and other equipment.
Market Cost: The carrier costs 4.8 billion credits to construct.
The ship is not for sale outside the U.W.W. Armed Forces (The ship is presently
not even be sold to U.W.W. member worlds)
Weapon Systems:
- 16 Inch Flame Cannons (2 Cannons Total):
The heavy battery
of cannons gives the ship a very powerful punch and are mounted on the
sides of the ship. Each mount can rotate 360 degrees up or down and has
a 60 degree arc of fire to the sides of the ship that the weapon is mounted
on. The cannons fires giant fireballs which can travel enormous distances.
The cannons fire control is not designed to lock onto any targets smaller
than frigates but the cannons can be used to bombard planets as well.
Maximum Effective Range: 20,000 miles (32,200 km) in space and
20 miles (32.2 km) in an atmosphere.
Mega Damage: 1D4x1000 MDC each cannon
Rate of Fire: Maximum of Two (2) times per melee per cannon
(A total of 4 blasts).
Payload: Needs 1000 P.P.E. per day to function.
- Six (6) 5 inch Laser Cannons mounted in Double Turrets:
Each
turret can rotate 360 degrees and has a 60 degree arc of fire upwards and
15 degree arc of fire downwards. All the cannons in a turret can be fires
as one or each barrel can be fired separately. The ship can fire a total
of three turrets forward. The ship will often engage attacking with the
sides to increase the ship's firepower. These are modern weapon systems
that are powered by the ship's reactor. The cannons are not quite as powerful
as the cannons on the CAF classes but have a higher rate of fire wich makes
up much of the difference. Weapons have standard penalties to hit fighters
and small targets for large starship weaponry.
Maximum Effective Range: 16,000 miles (25,000 km) in space and
16 miles (25 km) in an atmosphere.
Mega Damage: 1D6x100 MDC each or both cannons in a turret can
be combined for a total of 2D6x100.
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Mini Death Cloud Cannons (2):
These cannons are mounted with
one on each side of the ship's superstructure. This weapon is very similar
to the cannon that is mounted on the Arcane patrol ship. The weapon release
a massive amount of water that quickly freezes. While the ice is not a
solid barrier, the particle density of the ice is great enough to eliminate
missiles and inflict large amounts of damage to larger targets. Each weapon
releases about 1/4 of the ice that the weapon mounted on the Arcane patrol
ship does. The weapon can also be used to block heavy plasma weapons and
can be used to hide a ship on sensors systems. The "wall" of ice has a
virtually indefinite duration in space but does drift at the heading and
speed of the ship launching the "wall" of ice. If used in an atmosphere,
the weapon has only a momentary duration and reduced effects. The weapon
system is useless underwater. The cloud of ice is -6 to dodge normally
with the penalties for large ships used as well.
Maximum Effective Range: can be accurately targeted up to 1,000
miles (1,600 km) with a diameter of 25,000 feet (15,200 meters) when used
in space and 10 miles (16 km) with a diameter of 250 feet (152 meters)
when used in an atmosphere.
Mega-Damage: A ship or missile 1D6 x speed of target in percentage
of light. For example, a ship traveling at 10% of the speed of light would
have 1D6x10 inflicted on them. Larger ships will have greater damage inflicted
on them. Destroyer sized ships (greater than 1000 tons but less than 40,000
tons) have damage multiplied by 5, Light Cruiser sized ships (greater than
40,000 tons but less than 100,000 tons) have damage multiplied by 10, Heavy
cruiser sized ships (Greater than 100,000 but less 1 million tons) have
damage multiplied by 20, and the truly huge ships like heavy cargo ships
and battleships (1 million tons and greater) have damage multiplied by
100. Most missiles are automatically destroyed by the cloud of ice. If
used in an atmosphere, the weapon will automatically knock missiles off
course and anyone flying through the cloud of water will need to make a
piloting roll at -6. Optional: The speed of the ship launching the
cloud may also be calculated but it is math intensive due to the fact that
direction of travel and vectors will also effect the damage of the weapon.
Rate of Fire: Twice per melee per mini-death cloud cannon.
Payload: Each weapon may be activated 20 times per twenty four
hour period. Further activations require 100 P.P.E. from either onboard
magicians or drawing on the ship's P.P.E. generator.
- Sub Particle Acceleration Cannons (8) in Single Mounts:
Mounted
on top of the ship along the sides of the ships hull in turrets. Cannons
turrets can fire at up to a 90 degree angle up or down and can rotate up
to 180 degrees side to side. The gun does not have penalties to strike
small targets. Uses the spell of the same name from page 143 of Federation
of Magic. The spells must be renewed every two months (costs 400 PPE and
20,000 credits per Cannon) but during that period the weapon can fire unlimited
blasts
Maximum Effective Range: 200 miles (320 km) in space. 2 miles
(3.2 km) in an atmosphere.
Mega Damage: 1D6x10+10 per cannon.
Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every
two months whether the cannons have been used or not.
- Twin TK-Machineguns Turrets (8):
These cannons are identical
to those mounted in the Shadow Bolt Starfighter but are in twin mounts.
Mounted on the sides of the ship in turrets. Cannons turrets can fire at
up to a 90 degree angle up or down and can rotate up to 180 degrees side
to side. The gun does not have penalties to strike small targets. Because
the cannons do damage by impact, they do full damage to targets that are
using the spell impervious to energy. The spells must be renewed every
two months (costs 400 PPE and 20,000 credits per Cannon) but during the
period the weapon can fire unlimited blasts.
Maximum Effective Range: 200 miles (320 km) in space and 2 miles
(3.2 km) in an atmosphere.
Mega Damage: 12D6 per burst for both cannons in a turret.
Rate of Fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every
two months whether the cannons have been used or not.
- Two (2) Cruise Missile Launchers:
The ship has two cruise
missile tubes under the ship. The launchers are copied from those carried
on a hunter class destroyer. Missiles have a top speed of Mach 25 in an
atmosphere and in space has an acceleration of 10% of light per turn (far
faster than any starship). Since star ships will no longer engage at rock
throwing distances, whether weapons can be shot down is calculated from
the speed of target, launcher, and missile. When drive goes dead, the missile
will still cruise unless set to self destruct but has very low odds of
hitting star ships (Great for hitting bases and planets because the target
does not move and missile when dead at -25% to detect.) Cruise missiles
have minuses to hit small targets but are all considered smart missiles.
While missiles are only launched at the rate of one at a time per launcher,
the ship's computer has special software that allows all the missiles to
hit a target at the same time for the purpose to make point defense of
a target is more easily overwhelmed. This is done by slowing down the acceleration
of missiles and by setting some for delayed activation and target must
be a least 30 seconds away. Missiles are then considered too only have
an acceleration of 5% of light for the first turn. These launchers can
also be combined with pepper box launchers. Batteries can launch on multiple
targets each at the same time
The launcher can also fire a special larger version of the bottle demon
missiles although for safety purposes, only a few are normally carried
on board. It has been said by many people that an escaped demon is worse
than a matter/anti-matter explosion. They can be launched at the same rate
as conventional cruise missiles, can use the same programming, and although
slightly smaller than a standard cruise missile they are fitted into a
collar that allows them to be used in the standard launchers. The missiles
accelerate at the same rate as conventional cruise missiles. Missiles are
super smart and have +4 to strike and +5 to dodge. Unlike normal missiles,
the bottled demon does not explode and keeps striking at its target over
and over. If the target is destroyed or vanishes, the missile disappears.
The missiles are literally powerful demons summoned and bottled into a
missile and are an aggressive and intelligent guidance system. The evil
demons will continue to chase its target until destroyed (100 MDC to the
missile). Optional: Because the super bottle demon missiles use a more
powerful demon and the missiles are still experimental, there is a 5% chance
that the missile will turn on the ship launching it.
Maximum Effective Range: Conventional Cruise Missiles:
Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000
miles (6,437,376 km/ 21.5 light seconds) Bottled Demon Missiles:
Effectively Unlimited! Once fired, the demon controlled and powered missile
will fly and pursue the designated target until its target or the missile
is destroyed (or the target vanished from sight, jumps away, or gets away
by another means)
Mega-Damage & Properties: Conventional Cruise Missiles:
See Phase World Missiles
(Anti-Matter does 4D6x100 MDC).
Bottled Demon Missiles:
6D6x100 of magical energy every time the missile strikes (3% chance of
releasing the demon every time it hits)
Rate of Fire: One per melee attack (special software allows
4 to 8 missile to be launched as one volley depending on gunners hand to
hand attacks) per launcher. This allows total volleys of 16 to 32 cruise
missiles to be launched in one melee
Payload: Conventional Cruise Missiles: 40 cruise missiles
per launcher for a total of 80 cruise missiles.
Bottled Demon Missiles:
5 demon missiles per launcher for a total of 10 demon missiles
- Bottled Demon Missile Batteries (4):
On each side of the
hull the Cruiser has two bottle demon missile batteries. The missiles are
literally demons summoned and bottled into a missile and are an aggressive
and intelligent guidance system. The evil demons will continue to chase
its target until destroyed (50 MDC to the missile). Bottled demons are
slightly larger than mini-missiles and require special launchers. Missile
has a top speed of Mach 10 in an atmosphere and in space has an acceleration
of 2% of light per turn (slightly faster than any starship except if it
is exceeding it maximum safe acceleration). Missiles are super smart and
have +4 to strike and +5 to dodge. Unlike normal missiles, the bottled
demon does not explode and keeps striking at its target over and over.
If the target is destroyed or vanishes, the missile disappears. Batteries
can launch on multiple targets each. The launchers have been modified so
they can fire standard mini-missiles. This is done mainly by fitting the
mini-missiles with a special sleeve that allows them to be fired from the
launcher. This allows the launchers to be used for point defense and targets
not worth a bottled demon. Batteries can launch on multiple targets each
at the same time.
Maximum Effective Range: Bottled Demon Missiles: Effectively
Unlimited! Once fired, the demon controlled and powered missile will fly
and pursue the designated target until its target or the missile is destroyed
(or the target vanished from sight, jumps away, or gets away by another
means) Conventional Mini-Missiles: Missile range is 2 miles (3.2
km) in an atmosphere and 100 miles (161 km) in space
Mega-Damage: Bottled Demon Missiles: 3D4x10 M.D. of magical
energy every time the missile strikes (3% chance of releasing the demon
every time it hits). Conventional Mini-Missiles: varies with mini-missile
type (See Phase World Missiles.)
Rate of Fire: Can fire missiles one at a time or in volleys
of two, three, four, or eight per battery.
Payload: Bottled Demon Missiles: 32 per battery for a
total of 128 bottled demon missiles. Conventional Mini-Missiles:
64 per battery for a total of 256 mini-missiles.
- Techno-Wizard Modifications:
The Arkenfire class Carrier
has the following Techno-Wizard Modifications built into the ship. These
require P.P.E. or I.S.P. from the ships crew or P.P.E. battery.
Special Features:
Shadow Meld (10th Level) 80 PPE or 160 ISP
Impervious to Energy (10th level) 160 PPE or 320 ISP
Invisibility-Superior (10th Level) 160 PPE or 320 ISP
[ Phase World TM, Naruni TM, Kreegor TM, UWW TM, and CAF TM are trademarks owned
by Kevin Siembieda and Palladium Books Inc. ]
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Palladium Books Inc.]
Image created and copyrighted by Kevin S. Wiliams (kevin@omcp.com) .
More Kevin S. Wiliams artwork at His Starship Gallery
By Kitsune (E-Mail Kitsune).
Copyright © 2006, Kitsune. All rights reserved.